Thank you for this tool much, more convenient than having to write my own audio manager class. I would recommend for you to also add a tutorial to help users hook up the volume settings with a UI slider.
There is a bug in MMSoundManager as of the version included in Feel 2.5 When an audio starts playing, the manager will start a coroutine that lasts for as long as the audio is, and this is supposed to recycle the audio source when the audio is done playing. However if the audio is paused while playing, then resumed, the recycle will happen earlier than intended. This can be avoided by passing in your own audio source as the recycleAudioSource parameter.
Are you sure you haven't muted your game window, by any chance? Or maybe you've forgotten to add a sound manager? If you haven't, and if the issue persists, don't hesitate to use the support form and provide a bit more info about what exactly you're doing.
@@_MoreMountains you are a genius! that's what it was, the game window was indeed muted. I racked my brain over this one, I had it small in the corner so I didn't see the speaker icon and didn't know it was muted. Once I unmuted it, it works great now. Thanks!
It's hard to tell what your issue is without details. If it persists, and if you think it's linked to Feel, don't hesitate to use the support form and provide more context to your issue.
@@_MoreMountains just used a workaround, where i call load throu a script on start. Works for now but isn't nice. When i have time i will write a Support Ticket
Should we use MMSoundManagerSoundControlEventTypes.Free instead of MMSoundManagerSoundControlEventTypes.Stop to free the audio source? I see that when you play again it is using a new audio source. (around 37:18). By the way, thanks for your in depth tutorials! coz of your tutorials this has become my best asset I have ever bought in the asset store!
Good question (and thanks for the kind words)! Yes, when I play it again it uses a new audio source, as I'm ordering a brand new sound to be played here. If I wanted to resume the one I've stopped, I'd have to not order a new play, but instead use a play(resume) control event (see feel-docs.moremountains.com/mmsoundmanager.html#mmsoundmanagersoundcontrolevent) to play that same sound again. Baiscally just like I stop it at the moment. If you free it however, it's gone. It might amount to the same thing in that specific use case, but not always :)
When i add a MMSoundmanager in my scene, all game view freezes (while in scene it plays without sounds) when i play and i exit the play button, a sound from my games appears for 1 sec before exiting the play mode [EDIT]
ok fixed it. after i restarted the editor it automatically destroyed the soundmanager gameobject. seems i had a mmsoundmanager already in my camera, and it kept destroying all others
Hello! This tool is amazing but I've been having a problem, I don't know how to to set 3d audio settings through script. I need to adjust the spatial blend through script for my game. But I cannot get access to it, is there anyway you can help me?
SpatialBlend would be changed the same way as all other options (see feel-docs.moremountains.com/mmsoundmanager.html#mmsoundmanagersoundplayevent for details). options.SpatialBlend = yourFloat is how it'd be set.
Can I share your youtube videos to other sites in China Your videos are amazing. Especially the part showing the unity asset I love these videos so much. If you don't mind, I'd like to ask your permission to share these videos to other sites in China, where UA-cam is blocked. So more people can see your videos. Of course, I'll add purchase links to the Unity Asset Store, which will help increase your sales. I'll also give sources of the original website. So can I share these videos to other sites in China? Thank you very much.
Thank you for this tool much, more convenient than having to write my own audio manager class. I would recommend for you to also add a tutorial to help users hook up the volume settings with a UI slider.
There's already such a thing : feel-docs.moremountains.com/mmsoundmanager.html#mmsoundmanager-track-control
Thanks for this movie I have been waiting for this.
Another great lecture, very natural!
There is a bug in MMSoundManager as of the version included in Feel 2.5
When an audio starts playing, the manager will start a coroutine that lasts for as long as the audio is, and this is supposed to recycle the audio source when the audio is done playing.
However if the audio is paused while playing, then resumed, the recycle will happen earlier than intended.
This can be avoided by passing in your own audio source as the recycleAudioSource parameter.
If you think you've found a bug, please use the support form to report it, thanks : feel.moremountains.com/feel-contact
Hello, is there a tutorial on how to add more tracks (e.g., ambient)?
i cannot get any sound to play with this system at all. what's the trick? the debug play sound button doesn't work either
Are you sure you haven't muted your game window, by any chance? Or maybe you've forgotten to add a sound manager? If you haven't, and if the issue persists, don't hesitate to use the support form and provide a bit more info about what exactly you're doing.
@@_MoreMountains you are a genius! that's what it was, the game window was indeed muted. I racked my brain over this one, I had it small in the corner so I didn't see the speaker icon and didn't know it was muted. Once I unmuted it, it works great now. Thanks!
@@mikeha Same here XD
I have a problem right now where the sound settings load in the editor but not when i build the game
It's hard to tell what your issue is without details. If it persists, and if you think it's linked to Feel, don't hesitate to use the support form and provide more context to your issue.
@@_MoreMountains just used a workaround, where i call load throu a script on start. Works for now but isn't nice. When i have time i will write a Support Ticket
Should we use MMSoundManagerSoundControlEventTypes.Free instead of MMSoundManagerSoundControlEventTypes.Stop to free the audio source? I see that when you play again it is using a new audio source. (around 37:18). By the way, thanks for your in depth tutorials! coz of your tutorials this has become my best asset I have ever bought in the asset store!
Good question (and thanks for the kind words)! Yes, when I play it again it uses a new audio source, as I'm ordering a brand new sound to be played here. If I wanted to resume the one I've stopped, I'd have to not order a new play, but instead use a play(resume) control event (see feel-docs.moremountains.com/mmsoundmanager.html#mmsoundmanagersoundcontrolevent) to play that same sound again. Baiscally just like I stop it at the moment. If you free it however, it's gone. It might amount to the same thing in that specific use case, but not always :)
@@_MoreMountains Thanks for your explanation :D
amazing
Thank you!
When i add a MMSoundmanager in my scene, all game view freezes (while in scene it plays without sounds) when i play and i exit the play button, a sound from my games appears for 1 sec before exiting the play mode [EDIT]
ok fixed it.
after i restarted the editor it automatically destroyed the soundmanager gameobject.
seems i had a mmsoundmanager already in my camera, and it kept destroying all others
Yes, you'll want to make sure you only have one sound manager per scene!
Hello! This tool is amazing but I've been having a problem, I don't know how to to set 3d audio settings through script. I need to adjust the spatial blend through script for my game. But I cannot get access to it, is there anyway you can help me?
SpatialBlend would be changed the same way as all other options (see feel-docs.moremountains.com/mmsoundmanager.html#mmsoundmanagersoundplayevent for details). options.SpatialBlend = yourFloat is how it'd be set.
Can I share your youtube videos to other sites in China
Your videos are amazing. Especially the part showing the unity asset
I love these videos so much.
If you don't mind, I'd like to ask your permission to share these videos to other sites in China, where UA-cam is blocked. So more people can see your videos. Of course, I'll add purchase links to the Unity Asset Store, which will help increase your sales. I'll also give sources of the original website. So can I share these videos to other sites in China?
Thank you very much.
Hello, can it be integrated with fmod?
If you implement that integration, yes.